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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
uniform mat4 um_Stage2;
uniform vec4 uv_Stage2;
uniform sampler2D uTextureSampler_0_Stage1;
in vec2 vTransformedCoords_0_Stage0;
flat in vec4 vcolor_Stage0;
in float vcoverage_Stage0;
flat in vec4 vgeomDomain_Stage0;
vec4 TextureEffect_Stage1_c0_c0(vec4 _input) {
vec4 _output;
_output = texture(uTextureSampler_0_Stage1, vTransformedCoords_0_Stage0) * _input;
return _output;
}
void main() {
vec4 outputCoverage_Stage0;
{
float coverage = vcoverage_Stage0 * gl_FragCoord.w;
vec4 geoDomain;
geoDomain = vgeomDomain_Stage0;
if (coverage < 0.5) {
vec4 dists4 = clamp(vec4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - geoDomain), 0.0, 1.0);
vec2 dists2 = dists4.xy * dists4.zw;
coverage = min(coverage, dists2.x * dists2.y);
}
outputCoverage_Stage0 = vec4(coverage);
}
vec4 output_Stage1;
{
output_Stage1 = TextureEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
}
vec4 output_Stage2;
{
vec4 inputColor = output_Stage1;
{
float nonZeroAlpha = max(inputColor.w, 9.9999997473787516e-05);
inputColor = vec4(inputColor.xyz / nonZeroAlpha, inputColor.w);
}
output_Stage2 = um_Stage2 * inputColor + uv_Stage2;
{
output_Stage2 = clamp(output_Stage2, 0.0, 1.0);
}
{
output_Stage2.xyz *= output_Stage2.w;
}
}
{
sk_FragColor = output_Stage2 * outputCoverage_Stage0;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec4 positionWithCoverage;
in vec4 color;
in vec2 localCoord;
in vec4 geomDomain;
out vec2 vTransformedCoords_0_Stage0;
flat out vec4 vcolor_Stage0;
out float vcoverage_Stage0;
flat out vec4 vgeomDomain_Stage0;
void main() {
vec3 position = positionWithCoverage.xyz;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vcolor_Stage0 = color;
vcoverage_Stage0 = positionWithCoverage.w * positionWithCoverage.z;
vgeomDomain_Stage0 = geomDomain;
gl_Position = vec4(position.x, position.y, 0.0, position.z);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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